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  #1  
Old May 26th, 2009, 04:12 AM
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Default Re: Dug In/Enchrenched Units Effect.

Yes like I said its useful at times, "cheat" I have been known to use if I have APCs that are not up to much is deploy them as a second line of defence. If operating tanks becomes untenable probably due to arty pull them out & take up 2nd line positions evacuated by APCs. You have to be aware that if these APCs enter his LOS he will know the entrenchment locations, not done on purpose but have fooled a player into blitzing with arty there empty emplacements before as they engaged
When deploying on the defence taking into account what happens if the player takes over your fortifications should be a factor & making them a pre targeted arty hex is worth considering so can hit him before gets a chance to dig in. Once enters the hex he will be dug in at the start of his next turn. Bit unrealistic for vehicle maybe as will need to position but infantry are just taking over a hole in the ground.
Can use the same thing for your arty giving them a second emplaced zone to move to
Great fun sticking your MGs in his defences & pressing on if he has set next lot up in sight of.

Last edited by Imp; May 26th, 2009 at 04:41 AM..
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  #2  
Old May 26th, 2009, 09:22 AM
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Default Re: Dug In/Enchrenched Units Effect.

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Originally Posted by Imp View Post
Yes like I said its useful at times, "cheat" I have been known to use if I have APCs that are not up to much is deploy them as a second line of defence....
not done on purpose but have fooled a player into blitzing with arty there empty emplacements before as they engaged
...
Well concerning the APC/tank-in-foxhole thing, if we're talking about "infantry" foxholes mmm... yes it's a cheat. Infantry abandoning and reoccupying a foxhole or trenchline to avoid the arty barrage and then "man the defenses" to face the upcoming attack is not an unheard of tactic. It is difficult to implement, case sensitive (terrain and enemy's ability to coordinate his attack) and the risk is to give up, with little or no resistance, your defensive position if not properly executed.
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Old May 26th, 2009, 11:48 AM
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Default Re: Dug In/Enchrenched Units Effect.

I've used much the same tactic VS the AI many times.

In a meeting enguagement the AI will almost invariably shell the hell outta the first victory hex you capture, so I try to grab one as early as possible then evacuate the area letting the AI shell nothing and allow my counter battery to perhaps fire and also allow me to (hopefully) spot some of it's on-board artillery/mortar positions.

In situations where I have to defend I'll move screening units up so the AI encounters them before it locates my main (dug in) defensive positions and again it frequently blows the hell outta nothing.

Such tactics may work VS a live opponent, but would be much harder to implement.
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  #4  
Old May 26th, 2009, 04:57 PM
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Default Re: Dug In/Enchrenched Units Effect.

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Originally Posted by Suhiir View Post
I've used much the same tactic VS the AI many times.

In a meeting enguagement the AI will almost invariably shell the hell outta the first victory hex you capture, so I try to grab one as early as possible then evacuate the area letting the AI shell nothing and allow my counter battery to perhaps fire and also allow me to (hopefully) spot some of it's on-board artillery/mortar positions.

In situations where I have to defend I'll move screening units up so the AI encounters them before it locates my main (dug in) defensive positions and again it frequently blows the hell outta nothing.

Such tactics may work VS a live opponent, but would be much harder to implement.
Partly because its more fun than sitting there once you know where the main thrust is a counter attack or hit & run tactics verses any secondary force works well unless he is a canny opponent. Losses sight of his objective & diverts forces & arty to your roving force costing valuable time. If you can make it an inneffective force all units in the area can then head to bolster defences vs his main force or swing in on his flank head for the arty park if you have fast stuff.
Anything that diverts him drawing forces from main thrust & wasting time is worth its weight in gold as he will pay dearly later as time ticks away.
Takes a bit of practice but as said much more fun than just sitting there & carries its own risks.
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Old May 26th, 2009, 03:24 PM
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Default Re: Dug In/Enchrenched Units Effect.

Quote:
Originally Posted by hoplitis View Post
Quote:
Originally Posted by Imp View Post
Yes like I said its useful at times, "cheat" I have been known to use if I have APCs that are not up to much is deploy them as a second line of defence....
not done on purpose but have fooled a player into blitzing with arty there empty emplacements before as they engaged
...
Well concerning the APC/tank-in-foxhole thing, if we're talking about "infantry" foxholes mmm... yes it's a cheat. Infantry abandoning and reoccupying a foxhole or trenchline to avoid the arty barrage and then "man the defenses" to face the upcoming attack is not an unheard of tactic. It is difficult to implement, case sensitive (terrain and enemy's ability to coordinate his attack) and the risk is to give up, with little or no resistance, your defensive position if not properly executed.
Have never tried to get hull down status in an infantry foxhole with a vehicle as expect it not to work. Infantry & vehicles can gain dug in status in vehicle/gun emplacements. I dont take over enemy ones with vehicles either as they are probably set up to face me & besides the best defence against his arty is to keep mobile
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Old May 26th, 2009, 09:15 PM
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Default Re: Dug In/Enchrenched Units Effect.

Quote:
Originally Posted by Imp View Post
Yes like I said its useful at times, "cheat" I have been known to use if I have APCs that are not up to much is deploy them as a second line of defence. If operating tanks becomes untenable probably due to arty pull them out & take up 2nd line positions evacuated by APCs. You have to be aware that if these APCs enter his LOS he will know the entrenchment locations, not done on purpose but have fooled a player into blitzing with arty there empty emplacements before as they engaged
When deploying on the defence taking into account what happens if the player takes over your fortifications should be a factor & making them a pre targeted arty hex is worth considering so can hit him before gets a chance to dig in. Once enters the hex he will be dug in at the start of his next turn. Bit unrealistic for vehicle maybe as will need to position but infantry are just taking over a hole in the ground.
Can use the same thing for your arty giving them a second emplaced zone to move to
Great fun sticking your MGs in his defences & pressing on if he has set next lot up in sight of.
So you use "cheats"?
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  #7  
Old May 27th, 2009, 08:06 AM
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Default Re: Dug In/Enchrenched Units Effect.

Quote:
Originally Posted by gila View Post
Quote:
Originally Posted by Imp View Post
Yes like I said its useful at times, "cheat" I have been known to use if I have APCs that are not up to much is deploy them as a second line of defence. If operating tanks becomes untenable probably due to arty pull them out & take up 2nd line positions evacuated by APCs. You have to be aware that if these APCs enter his LOS he will know the entrenchment locations, not done on purpose but have fooled a player into blitzing with arty there empty emplacements before as they engaged
When deploying on the defence taking into account what happens if the player takes over your fortifications should be a factor & making them a pre targeted arty hex is worth considering so can hit him before gets a chance to dig in. Once enters the hex he will be dug in at the start of his next turn. Bit unrealistic for vehicle maybe as will need to position but infantry are just taking over a hole in the ground.
Can use the same thing for your arty giving them a second emplaced zone to move to
Great fun sticking your MGs in his defences & pressing on if he has set next lot up in sight of.
So you use "cheats"?
Think I just said that in a PBEM campaign where I will generally have transport if I am going to hide them so his armour does not pick them off may as well take advantage of there empalcements till its safe for them to join the fray.
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